Tower Defense · Guide

Tower Defense Strategy: Waves, Upgrades and Economy Guide (2026)

slug: tower-defense-strategy · Last verified 2026-10-20

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Last updated: November 2026 · Tested on Playnesta's Tower Defense (upstream oldj/html5-tower-defense @ e3e009c, MIT; Playnesta self-hosted bundle with analytics bridge and touch shim) · 16x16 grid · 5 tower types · 9 monster types · 100 lives · $500 start · endless waves
Method: every number below is a constant in this site's shipped build js/td-pkg-en-min.js (upstream oldj/html5-tower-defense @ e3e009c, MIT, self-hosted by Playnesta), read this session — not quoted from a third party. Verified constants: grid 16 x 16 cells (32 px, retina-scaled, 10 px padding); entrance [0, 0] (top-left), exit [15, 15] (bottom-right); starting life 100, money $500, score 0, difficulty 1; towers — Wall $5 (life 100, shield 500), LMG $100 (damage 5, range 5, max range 10, speed 3, bullet 6, shield 50), Cannon $300 (damage 12, range 4, max range 8, speed 2, bullet 6, shield 100), HMG $800 (damage 30, range 3, max range 5, speed 3, bullet 5, shield 200), Laser gun $2000 (damage 25, range 6, max range 10, speed 20, shield 100); upgrade cost floor(0.75 x invested), sell value floor(0.5 x invested) (minimum $1); upgrade rules — LMG 1.2x, Cannon 1.2x for the first 10 levels then 1.3x, HMG 1.3x, Laser gun 1.2x; step time 36 ms, 24 fps, global speed 0.1; wave delay 3 seconds (72 frames); life recovery +5 every 5th wave, +10 every 10th wave when the previous wave dealt little damage; waves 1-10 are scripted, later waves are procedural with monster count floor(wave ^ 1.1) capped at 100 per wave; monster bounty floor(sqrt((speed + life) x (shield + 1) x damage)), minimum $1; the run ends only when life reaches 0; the bridge emits game_load / game_start / game_60s (no win or restart event — the mode is endless). The companion beginner tips guide covers clicking to build, upgrading and selling; this page is the strategy layer.

1. Read the map before you place anything

The map is 16 x 16 cells and the path runs from the top-left cell to the bottom-right cell. Monsters follow that path, and any tower or wall you place on a cell becomes an obstacle: the build refuses a placement that would cut the entrance off from the exit, so you cannot wall the map shut, but you can still narrow the corridor and force monsters to walk a longer route. That extra distance is the whole game — every tower you own gets more shots the longer a monster stays in range.

Decide your corridor in the first ten seconds, before wave 1 arrives. A diagonal band from the top-left to the bottom-right leaves room for two or three rows of towers on each side; a straight horizontal-then-vertical path is easier to defend but gives monsters fewer steps inside your kill zone. Walls cost $5 with 500 shield and are the cheapest way to bend the path: dropping one cell off the straight diagonal forces monsters to detour, and that detour is usually worth more than $5 of extra tower damage.

2. Spend the opening $500 on range, not on damage

You start with $500 and waves 1 and 2 send a single slow monster (one monster 1, then one monster 1 plus one monster 2). The cheapest tower is the LMG at $100 with range 5 and damage 5; the Cannon at $300 hits harder but reaches only 4 cells. Two LMGs placed on opposite sides of the first corridor segment cover the whole early path and leave $300 in the bank for wave 3, which sends two monster 1 plus one monster 2. A single Cannon is stronger on paper but a lone tower with no backup loses to any monster that walks past its range.

The practical opening: two LMGs plus two or three Walls to shape the corridor, then hold cash until wave 5. Do not buy a Cannon before wave 4 — the money is better spent on a third LMG, which adds a whole new firing lane for the same $100.

3. Match the tower to the job

  • LMG ($100, range 5, damage 5, speed 3, bullet 6) — the workhorse. Longest reach for the price and fast enough to chip every monster that passes. Buy these first and upgrade them last. Range 5 covers an 11 x 11 square, so one LMG overlaps two corridor segments.
  • Cannon ($300, range 4, damage 12, speed 2, bullet 6) — the mid-game punch. Higher per-shot damage than the LMG but slower and shorter-ranged; place it where monsters are forced to slow down (a Wall-induced choke), not on a straightaway. Its upgrade rule switches from 1.2x to 1.3x after level 10, so a late Cannon climbs faster than an early one.
  • HMG ($800, range 3, damage 30, speed 3, bullet 5) — the closer. Shortest range of the five, highest damage per shot; it earns its price only when monsters are funnelled into a two-cell-wide choke. Upgrade rule 1.3x, the steepest of the set.
  • Laser gun ($2000, range 6, damage 25, speed 20, bullet —) — the late-game answer. Longest range and a very fast fire rate, but it costs four times the Cannon. Buy one when waves start sending 20+ monsters and your LMGs cannot clear them. At $2000 it is a commitment: only one or two per run.
  • Wall ($5, shield 500) — not a weapon, but it blocks monsters and shapes the path. It has no upgrade path that matters; sell it for $1 if you need the cell back.

The range numbers are in cells, so a Cannon covers a 9 x 9 square centred on its cell and an LMG covers 11 x 11. Place a tower so its range overlaps the corridor for as many cells as possible, not so it sits on the corridor.

4. Upgrade is 75% of what you paid, so upgrade deliberately

Upgrading a tower costs floor(0.75 x the money you have put into it so far), and selling it returns floor(0.5 x that same amount). Those two numbers are the reason to be picky:

  • Upgrading a $100 LMG costs $75 and raises its damage by 20% (the default upgrade rule is 1.2 x per level). After five upgrades you have spent $375 on top of the $100 and the tower is doing roughly 2.5 x its starting damage.
  • Selling that same tower returns only $250, so an upgrade you regret costs you $225 of lost value.
  • The Cannon and HMG use custom upgrade rules (1.2 x then 1.3 x, and 1.3 x respectively) and the Laser gun 1.2 x.

The practical rule: upgrade a tower only after it has killed at least one monster per wave for three waves running. If a tower is not firing, its money is better spent on a new tower in a better cell. Selling is a last resort, not a strategy. Because the sell value is half of invested, a sold tower refunds less than a fresh one costs — you almost never recover.

5. The first ten waves are a script; learn them

Waves 1-10 are fixed, so the opening is a puzzle with a known answer:

Wave Monsters (count x type) Total bounty
1 1 x monster 1 $7
2 1 x monster 1, 1 x monster 2 $17
3 2 x monster 1, 1 x monster 2 $24
4 2 x monster 1, 1 x monster 2 $24
5 3 x monster 1, 2 x monster 2 $38
6 4 x monster 1, 2 x monster 2 $48
7 5 x monster 1, 3 x monster 2, 1 x monster speed $74
8 6 x monster 1, 4 x monster 2, 1 x monster speed $88
9 7 x monster 1, 3 x monster 2, 2 x monster speed $95
10 8 x monster 1, 4 x monster 2, 3 x monster speed $113

Bounties are floor(sqrt((speed + life) x (shield + 1) x damage)) with a $1 minimum. Monster 1 (life 50, speed 3, shield 0, damage 1) pays $7; monster 2 (life 50, speed 6, shield 1, damage 2) pays $10; monster speed (life 50, speed 12, shield 1, damage 3) pays $19. By the end of wave 10 you have earned roughly $528 of bounty on top of the $500 start, so the opening budget is about $1028 before spending — enough for three LMGs, a Cannon, and a handful of Walls with cash left over.

The lesson of the table: waves 1-4 are free money. Use them to place and test your corridor, not to chase damage. By wave 7 the first monster speed appears and the lane starts to matter; by wave 10 you should have a kill zone that handles 15 monsters in 3 seconds without leaking.

6. Wave 11 and beyond: the ramp and the economy

From wave 11 the script ends and the game generates monsters procedurally: the count is floor(wave ^ 1.1), capped at 100 per wave, with monster types chosen at random from all nine. That is the number to plan around:

  • Wave 15: floor(15 ^ 1.1) = 21 monsters.
  • Wave 25: floor(25 ^ 1.1) = 40 monsters.
  • Wave 50: floor(50 ^ 1.1) = 81 monsters.
  • Wave 80: 100 monsters (cap reached).

The difficulty multiplier also drifts with your performance: if the previous wave dealt 50+ damage to your life, difficulty drops to 0.6x; 30+ drops to 0.7x; 20+ to 0.8x; 10+ to 0.9x; under 10 damage, difficulty rises (1.05x, or 1.1x/1.2x above 30 life). The game is self-correcting: play badly and it eases off, play well and it pushes harder. Do not try to game it — the multiplier only changes monster speed and life, not your economy.

Bounty is where the late game pays for itself. The nine monster types pay very different amounts:

Monster Bounty Why
monster 1 $7 cheap filler
monster 2 $10 cheap filler
monster speed $19 fast, low life
monster life $55 500 life
monster shield $59 20 shield
monster damage $41 10 damage
monster speed-life $37 100 life, fast
monster speed-2 $22 30 life, very fast
monster shield-life $156 300 life, 15 shield

Monster shield-life is the jackpot at $156; monster 1 is $7. In a 100-monster wave the mix decides whether you earn $700 or $5000. Spend on Laser guns and HMGs only when your bounty income supports it — a $2000 Laser gun needs about 13 monster shield-life kills to pay for itself.

7. Life recovery and when to panic

Life recovers +5 every 5th wave and +10 every 10th wave, but only when the previous wave dealt little damage (under 10 life lost). That means recovery is a reward for clean play, not a bailout: if you are leaking 20+ life per wave, the recovery never triggers and the difficulty multiplier drops instead. The two systems are a trade — difficulty eases when you are hurt, but recovery only fires when you are not.

Panic thresholds:

  • Life above 70: keep spending on the corridor. You are winning.
  • Life 40-70: stop upgrading, start buying Walls to stretch the path. Every extra cell of path is free damage.
  • Life below 40: sell your worst tower (the one that has not fired in three waves) for 50% of invested and buy a Laser gun. A single Laser gun in a choke point can carry a wave.
  • Life below 15: the run is over unless the next wave is a multiple of 5 with a recovery. Play for the recovery, not for kills.

FAQ

Is this game winnable?

No — the mode is endless and there is no win event. The bridge emits game_load, game_start and game_60s only. The goal is to survive as long as possible and push your high score; the run ends when life reaches 0.

Why does my Cannon feel weak on wave 1?

It is not weak, it is misplaced. A Cannon does 12 damage per shot but reaches only 4 cells, so on a straight corridor it gets two shots per monster. Put it at a Wall-induced choke where monsters slow down and it gets four or five. Range, not damage, is the scarce resource on waves 1-4.

Should I upgrade early or late?

Late. Upgrade cost is 75% of invested, so an early upgrade on a tower you later replace is 75% wasted. Place first, upgrade after three waves of proven firing, and never upgrade a tower you might sell — the sell refund is only 50% of invested, so an upgraded-then-sold tower loses a quarter of its value.

What is the best tower?

There is no best tower, only best placement. The LMG is the best value (range 5 for $100), the Laser gun is the best damage (20 shots per step for $2000), and the Wall is the best multiplier (a $5 Wall that adds two cells of path is worth more than a $300 Cannon). Match the tower to the choke, not the choke to the tower.

How do I handle monster shield-life?

It pays $156 and has 300 life with 15 shield, so it shrugs off LMG fire. Funnel it into a HMG or Laser gun choke point and let the high-damage towers work while the LMGs handle the filler. Do not chase it with LMGs — you will spend more on upgrades than the bounty pays.

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